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https://github.com/overte-org/overte.git
synced 2025-08-08 23:36:44 +02:00
total hack to ignore frustum culling in case of avatar mesh parts with no transform
This commit is contained in:
parent
fe8ad9517f
commit
b705d76336
2 changed files with 36 additions and 20 deletions
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@ -727,19 +727,19 @@ bool Model::renderCore(float alpha, RenderMode mode, RenderArgs* args) {
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//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
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//renderMeshes(RenderMode mode, bool translucent, float alphaThreshold, bool hasTangents, bool hasSpecular, book isSkinned, args);
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int opaqueMeshPartsRendered = 0;
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int opaqueMeshPartsRendered = 0;
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, false, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, false, true, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, false, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, false, true, true, true, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, false, true, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, false, false, args, true);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args);
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opaqueMeshPartsRendered += renderMeshes(batch, mode, false, DEFAULT_ALPHA_THRESHOLD, true, true, true, false, args, true);
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// render translucent meshes afterwards
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// render translucent meshes afterwards
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//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
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//DependencyManager::get<TextureCache>()->setPrimaryDrawBuffers(false, true, true);
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@ -2358,7 +2358,8 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
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}
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}
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int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args) {
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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bool forceRenderSomeMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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PROFILE_RANGE(__FUNCTION__);
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int meshPartsRendered = 0;
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int meshPartsRendered = 0;
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@ -2378,8 +2379,10 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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Locations* locations;
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Locations* locations;
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SkinLocations* skinLocations;
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SkinLocations* skinLocations;
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned, args, locations, skinLocations);
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned,
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold, args, locations, skinLocations);
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args, locations, skinLocations);
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
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args, locations, skinLocations, forceRenderSomeMeshes);
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GLBATCH(glUseProgram)(0);
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GLBATCH(glUseProgram)(0);
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return meshPartsRendered;
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return meshPartsRendered;
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@ -2387,7 +2390,7 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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Locations* locations, SkinLocations* skinLocations) {
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Locations* locations, SkinLocations* skinLocations, bool forceRenderSomeMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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PROFILE_RANGE(__FUNCTION__);
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auto textureCache = DependencyManager::get<TextureCache>();
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auto textureCache = DependencyManager::get<TextureCache>();
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@ -2423,11 +2426,21 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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// if we got here, then check to see if this mesh is in view
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// if we got here, then check to see if this mesh is in view
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if (args) {
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if (args) {
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bool shouldRender = true;
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bool shouldRender = true;
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bool forceRender = false;
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args->_meshesConsidered++;
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args->_meshesConsidered++;
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if (args->_viewFrustum) {
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if (args->_viewFrustum) {
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shouldRender = args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender) {
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// NOTE: This is a hack to address the fact that for avatar meshes, the _calculatedMeshBoxes can be wrong
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// for some meshes. Those meshes where the mesh's modelTransform is the identity matrix, and will have
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// incorrectly calculated mesh boxes. In this case, we will ignore the box and assume it's visible.
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if (forceRenderSomeMeshes && (geometry.meshes.at(i).modelTransform == glm::mat4())) {
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forceRender = true;
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}
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shouldRender = forceRender || args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender && !forceRender) {
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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distance);
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distance);
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@ -459,12 +459,15 @@ private:
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void renderSetup(RenderArgs* args);
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void renderSetup(RenderArgs* args);
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bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
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bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
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int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL);
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
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bool forceRenderSomeMeshes = false);
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void setupBatchTransform(gpu::Batch& batch);
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void setupBatchTransform(gpu::Batch& batch);
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QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
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QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
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int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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RenderArgs* args, Locations* locations, SkinLocations* skinLocations);
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RenderArgs* args, Locations* locations, SkinLocations* skinLocations,
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bool forceRenderSomeMeshes = false);
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static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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